You can direct fluids using a velocity field plugged into the flip solver. To sculpt a velocity field in sops, try making a curve where you want the fluid to flow, then use a polyframe to get the tangents of the curve. Change those tangents to v and then plug that into a fluid source sop, set to stamp points. You can build a nice velocity field here to use to move the fluid along the curve, like in that video.
I'll try and post an example soon.
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Houdini Indie and Apprentice » Controlling a fluid?
- zdimaria
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Technical Discussion » retime simulations
- zdimaria
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I can't open your file right now, but if you really want to use a timeblend to smooth out the strobing on geo with changing points, you can try adding an id attribute to the points. This wont work with skinned surfaces but with a flip sim or with particles it should work to some degree. When a new point is created you need to add a unique id attribute to it, so that the timeblend has something to follow.
I haven't had a chance to try this out, but when I have a minute I will put together a hip file for you.
I haven't had a chance to try this out, but when I have a minute I will put together a hip file for you.
Technical Discussion » retime simulations
- zdimaria
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FLIP FLUIDS
Also it seems nothing works with FLIP fluids simulation, neither Timeblend - Timeshift SOP or CHOPs, there is some strobing on the particles (the size of the container is constant), I tried to use it before and after the meshing.
There is no reason the timeshift sop wouldn't work with flips, or any geo for that matter. The timeblend however, will probably not work because you probably have reseeding enabled on your flip solver. This changes the number of particles over time, and the timeblend relies on using a consistent number of points to work. This also means that using it on a meshed surface will also not work. If reseeding is turned off, however, the timeblend timeshift method should work just fine.
zak
Technical Discussion » retime simulations
- zdimaria
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1. You can resample the channels in chops and reduce their detail.
2. Not really sure I understand.
3. Try adjusting the timescale parameter on the Simulation tab of the pyro solver.
sorry its not much. hopefully enough to dig around a bit until you get better answers
2. Not really sure I understand.
3. Try adjusting the timescale parameter on the Simulation tab of the pyro solver.
sorry its not much. hopefully enough to dig around a bit until you get better answers
Houdini Indie and Apprentice » Apprentice Free - Apprentice HD
- zdimaria
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Houdini Lounge » Weird 'Salt 'n Pepper' artifacts using Irradiance Cache
- zdimaria
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I could be mistaken, but I believe the irradiance cache is mainly still there for backwards compatibility. I believe the preferred method is now to lay down a GI light and generate photon maps there. Again, could be mistaken though
Technical Discussion » Layer with transparency
- zdimaria
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You could add a label material to only the prims that you want it to appear on, but a better solution might be to model a label, as a real wine bottle would have. Behind the paper is still glass. This way you have complete control over the label's shader, separate from the glass.
Work in Progress » New_campfire_project_(H12&Pyro2.0)_animated_edition
- zdimaria
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Technical Discussion » Dynamic fracturing (bulled) interpenetration
- zdimaria
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When your using the RBD solver, under grid_object1 -> Collisions Tab -> Volume Tab, check ‘Show Guide Geometry’, and you'll see that the collision SDF is a very poor representation of your geo. Increasing the resolution of this will solve the problem for the RBD solver.
The bullet solver is having problems making collision geo from your bottle. Put a Reverse SOP before your Rest SOP and it will work.
zak
The bullet solver is having problems making collision geo from your bottle. Put a Reverse SOP before your Rest SOP and it will work.
zak
Houdini Indie and Apprentice » quick question about floating objects on fluids
- zdimaria
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You need to turn up the Feedback Scale on the flip solver. Its under the Solver tab in the Volume motion tab.
zak
zak
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